Gnomoria

<b>General</b>
<ul>
<li>Added Wheelbarrows. Gnomes will use wheelbarrows to stock multiple items at once. They can be crafted at the Carpenter's workshop</li>
</ul>
<b>Fixed</b>
<ul>
<li>Grass growing causing performance issues and freezing. It effected some save games more than others. For those save games the first time loading will be much longer.</li>
</ul>

<b>General</b>
<ul>
<li>Added an attack tab to the enemy window</li>
<ul>
<li>Individual squads can be set to attack an enemy</li>
<li>Squads with "Defend gnomes" selected will automatically be set to attack</li>
<li>Attacks can be canceled by unchecking squads</li>
<li>Squads without "Defend gnomes" or "Perform attack orders" will not be shown in the list</li>
</ul>
<li>Removed the attack button from the enemy window</li>
<li>Added an Enemies tab to Military overview</li>
<ul>
<li>Lists all spotted enemies</li>
<li>Squads can be assigned to attack enemies</li>
<li>Option to view the selected enemy</li>
</ul>
<li>Added option to retreat from combat to equip missing gear</li>
<li>Added option to retreat from combat to refill ammo</li>
<ul>
<li>Gnomes will only retreat once they have no ammo but will attempt to refill all ammo before going back to combat</li>
</ul>
</ul>
<b>Fixed</b>
<ul>
<li>Gnomes continuing to pursue enemies after they died</li>
</ul>

<b>General</b>
<ul>
<li>When deciding what to eat/drink, gnomes account for nourishment value of food/drink along with distance.</li>
<li>Added Gameplay option to adjust how much food/drink nourishment effects a gnome's decision. Moving the slider to 0 will cause gnomes to always pick the closest food/drink. When multiple options are equidistant, they will choose the best. Moving the slider to 100 will allow gnomes to travel much farther for the best food/drink. Default is 50.</li>
<li>Allow grass to grow up or down 1 level</li>
<li>Gnomes no longer try to maintain distance from squad members while training</li>
</ul><b>Fixed</b>
<ul>
<li>Crash when completing Fill Hole and items are inside the hole.</li>
<li>Performance issue with lots of unreachable jobs</li>
<li>Sometimes falling down a 1 tile deep hole and immediately moving back out, ie enemies falling down a hatch and immediately teleporting back up to the top</li>
<li>Liquids not updating properly when a tile is dug down that has liquid on it</li>
<li>Ramps not properly being if trees or constructions were diagonally adjacent. This left invisible ramps causing tiles to not accept constructions, designations, etc.</li>
<li>Tinker Benches not respecting assigned worker</li>
<li>Being able to replace the floor underneath a sapling</li>
<li>Food/drink HUD text not initializing red when a game is loaded with 0 food or drink</li>
<li>Displaying a negative amount of gnomads arriving. Now it correctly displays 0</li>
</ul>

<b>General</b>
<ul>
<li>Added gameplay option to pause and move the camera to new gnomads on arrival</li>
</ul>
<b>Fixed</b>
<ul>
<li>Crash with Training Grounds when loading</li>
<li>Crash when moving a job type down in the priority ul causing a custom profession to be created</li>
<li>Crash exporting military/profession settings with illegal filename characters</li>
<li>Game potentially freezes when completing some jobs</li>
<li>Gnomes trying to use the same bed and sleeping on the floor</li>
<li>Windmills not properly turning on/off when it changes to outside/inside</li>
<li>Gnomes sometimes not pasturing livestock if an unreachable animal exists</li>
<li>Several cases of inside/outside status of tiles not properly updating</li>
<li>Scout perk increasing vision more than intended</li>
<li>Bone Shirt and Skull Helmet not storing in crates</li>
</ul>

<b>General</b>
<ul>
<li>Gnomes now eat/drink until full instead of eating until no longer starving or dying of thirst</li>
<li>Gnomes will now look for the closest food/drink instead of the best followed by the closest</li>
<li>Underground farm</li>
<li><ul>
<li>Requires plots to be muddied with water before planting</li>
<li>Mud will dry out in sunlight but otherwise remains</li>
</ul> </li>
<li>Added mushrooms which can be grown in an underground farm</li>
<li>Merchants now stock mushroom seeds</li>
<li>Added Grove and Underground Farm to action bar</li>
<li>Added cheese, mushroom tea and various omelettes</li>
<li>Food and drink quantities on the HUD turn red when 0</li>
</ul><b>Fixed</b>
<ul>
<li>Gnomes kicking each other out of chairs in the great hall</li>
<li>Regular plants growing underground</li>
<li>Gnomes not starting the Remove Floor job if they are standing on the job site and can't path to an adjacent tile</li>
</ul>

<b>General</b>
<ul>
<li>Livestock now require feed
<ul>
<li>Yaks and alpacas eat straw, while emus eat seeds</li>
<li>Troughs can be crafted at a Stonemason and constructed in a Pasture to store feed</li>
<li>Livestock eat from a trough if able, otherwise will leave the pasture to find food. If no food exists they will leave the area</li>
</ul></li>
<li>New Kingdoms start with additional straw</li>
<li>Increased chance of harvesting a second seed from crops</li>
<li>Decreased egg production rate of emus</li>
<li>Increased amount of meat produced from butchering alpacas</li>
<li>Livestock require more space in pastures</li>
<li>Increased livestock gestation period</li>
<li>Increased time to grow fruit and wheat</li>
<li>Fruit on trees now grow faster than fruit in a Farm</li>
<li>Decreased the effect of quality on food and drink</li>
<li>Added grapes and orange trees</li>
<li>Added orange trees to world generation</li>
<li>Merchants now offer grape seeds and all tree clippings</li>
<li>Added bandages to starting supply items</li>
</ul><b>Fixed</b>
<ul>
<li>Incorrect value of metal bars crafted from slivers</li>
<li>Auto-generated jobs for crafting bars using the metal sliver recipe</li>
</ul>

<b>General</b>
<ul>
<li>Goblins and Skeletons no longer have a chance to spawn with regular equipment</li>
<li>Worn equipment can be smelted into metal slivers</li>
<li>Metal slivers can be forged into metal bars</li>
</ul>
<b>Fixed</b>
<ul>
<li>Crash loading games with a queued Fill Hole job</li>
<li>Replace Floor not being allowed over Stockpiles and Military designations</li>
<li>Incorrect values for worn weapons</li>
<li>Suspended pastures still allowing animals to be milked, sheared, etc</li>
<li>Build stairs/incline down jobs allowing to be queued in some invalid locations</li>
</ul>

<b>General</b>
<ul>
<li>Added Fill Hole task. This task is placed in an empty floor cell and builds a wall in the cell below.</li>
<li>Changed Replace Floor task to work without having to deconstruct existing furniture or Workshops</li>
</ul>

<b>Fixed</b>
<ul>
<li>Crash when clicking "Move Down" without a Job Type selected</li>
<li>Gnomes not equipping armor on their left side if their right side currently had better equipment</li>
<li>Worn equipment not storing in crates</li>
</ul>

Whoops! I missed last weeks patch notes announcement. Here is the recap:

<b>General</b>
<ul>
<li>Goblins and skeletons now regularly spawn with worn equipment, which can't be smelted or equipped by gnomes. There is a chance that they will spawn with usable equipment.</li>
<li>Mants and beetles have evolved lungs and can now drown. Mants and beetles in existing saves are unnaffected, however new spawns will have the change.</li>
</ul>

<b>Fixed</b>
<ul>
<li>Crash opening Market Stall window with an unfinished trade</li>
<li>Bug causing a big performance hit when beetles were at their current population limit and could reach gnomes</li>
<li>Weapons visually in the wrong hand, ie being held in a missing hand</li>
<li>Gnomes getting stuck trying to equip a missing hand</li>
<li>Items uled in the market stall not properly fitting the window</li>
</ul>

<b>Fixed</b>
<ul>
<li>Crash when building a mechanism that connects a mechanical wall to power that the gnome builder is standing on (killing the gnome)</li>
<li>Gemmed rings and necklaces sometimes adding or subtracting incorrect values when trading</li>
<li>Job priority list disappearing for custom professions</li>
<li>Rain lasting for years</li>
<li>Deconstructing a powered mechanical wall leaving the top of the wall in the above floor</li>
<li>Water not always moving through an open hatch</li>
<li>Items not falling when a hatch opens</li>
<li>Hatches and mechanical walls not properly blocking line of sight</li>
<li>Hatches not updating inside/outside status of covered cells</li>
</ul>